feat: water rendering (#13)

* refactor: update water texture

* feat(gameplay): implement transparent block rendering with depth sorting

* fix(world): use camera pos for distance calculations, make water passable

* refactor(player): use ivec3 for block pass check

* feat(camera): add underwater detection

* feat(renderer): add underwater effect with framebuffer post-processing

* feat(block): add gas property and refactor solid block check

* fix(assets): set leaf block transparency to false

* fix(block): set leaf as transparent
This commit is contained in:
zhenyan121
2026-05-30 15:11:40 +08:00
committed by GitHub
parent a0139dd315
commit 2906106597
37 changed files with 393 additions and 69 deletions

View File

@@ -16,6 +16,7 @@ private:
Player* m_player;
float m_last_mouse_x, m_last_mouse_y;
glm::vec3 m_camera_pos;
bool m_under_water = false;
public:
Camera();
@@ -29,6 +30,8 @@ public:
const glm::mat4 get_camera_lookat() const;
const glm::vec3& get_camera_pos() const;
bool is_under_water() const;
};
} // namespace Cubed